You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Rapid, Iterative Prototyping Best Practices
Speaker(s): Eitan Glinert
Company Name(s): Fire Hose Games
Track / Format: Production

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview:

Great, innovative games don't just magically happen; they're almost always the result of lots of trial, error, and prototyping. If you care about exploring to come up with something different and new, if you don't want to just rehash the same old tired FPS mechanics, or if you're trying to get team buy in on the new project then you need to experiment. This session will cover why it's worth spending a significant portion of development on prototyping, 8 lessons for how to do it effectively, and 8 common pitfalls to watch out for and avoid. We'll draw from the prototyping phases of Dance Central and creative indie titles Slam Bolt Scrappers and Go Home Dinosaurs for examples.

GDC 2012

Eitan Glinert

Fire Hose Games

free content

Production

Production